Difference between revisions of "Non-Renewable Resources"

From gdp3
Jump to: navigation, search
Line 55: Line 55:
 
[[Non-Renewable Resources]] can be designed in two ways. One is that the [[Resources]] are globally non-renewable while the other is that they are non-renewable on a per player basis. The main difference between these is that the [[Resources]] cannot support [[Transfer of Control]] or change [[Ownership]] in the latter case but can in the former.  
 
[[Non-Renewable Resources]] can be designed in two ways. One is that the [[Resources]] are globally non-renewable while the other is that they are non-renewable on a per player basis. The main difference between these is that the [[Resources]] cannot support [[Transfer of Control]] or change [[Ownership]] in the latter case but can in the former.  
  
[[Cards]] are quite often examples of [[Non-Renewable Resources]] by being given to players and then being removed from active gameplay after being played. This creates [[Limited Gameplay Time]] when used in this ways to give players [[Hands]] of [[Cards]], and [[Predictable Consequences]] as the number of [[Cards]] become more limited.
+
[[Cards]] are quite often examples of [[Non-Renewable Resources]] by being given to players and then being removed from active gameplay after being played. This creates [[Limited Gameplay Time]] when used in this way to give players [[Hands]] of [[Cards]], and [[Predictable Consequences]] as the number of [[Cards]] become more limited. This also shows a way in which [[Non-Renewable Resources]] affects [[Randomness]].  
  
 
Other examples of [[Resources]] that can be made non-renewable include [[Companions]], [[Fudged Results]], [[Lives]], and [[Units]].  
 
Other examples of [[Resources]] that can be made non-renewable include [[Companions]], [[Fudged Results]], [[Lives]], and [[Units]].  
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Capture]],
 
 
[[Handicaps]],  
 
[[Handicaps]],  
[[Mules]],
 
 
[[Player Balance]],  
 
[[Player Balance]],  
[[Randomness]],
 
  
 
[[Resources]] cannot quite naturally be both [[Non-Renewable Resources]] and [[Renewable Resources|Renewable]] or [[Regenerating Resources|Regenerating]] ones. It can be problematic to use globally [[Non-Renewable Resources]] in [[Persistent Game Worlds]] because this more or less requires that gameplay can function well forever without the [[Resources]] affected after they have been depleted.
 
[[Resources]] cannot quite naturally be both [[Non-Renewable Resources]] and [[Renewable Resources|Renewable]] or [[Regenerating Resources|Regenerating]] ones. It can be problematic to use globally [[Non-Renewable Resources]] in [[Persistent Game Worlds]] because this more or less requires that gameplay can function well forever without the [[Resources]] affected after they have been depleted.
Line 70: Line 67:
 
== Consequences ==
 
== Consequences ==
 
[[Complete Resource Depletion]] can be guaranteed in games with [[Non-Renewable Resources]] and [[Consumers]] that consume these resources, and this may create [[Tied Results]] as a follow-up effect. [[Experimenting]] that requires the use of [[Non-Renewable Resources]] encourages players to engage in [[Stimulated Planning]] to avoid squandering those [[Resources]]. In games with [[Capture]] actions related to the [[Non-Renewable Resources]], these [[Resources]] will become fewer and fewer over time. This makes it likely that the latter actions more important and thereby create [[Higher-Level Closures as Gameplay Progresses]] in such games. Any kind of consumption, [[Capture]], or removable of [[Non-Renewable Resources]] from the game state are by definition [[Irreversible Events]] since the [[Resources]] cannot be re-created.
 
[[Complete Resource Depletion]] can be guaranteed in games with [[Non-Renewable Resources]] and [[Consumers]] that consume these resources, and this may create [[Tied Results]] as a follow-up effect. [[Experimenting]] that requires the use of [[Non-Renewable Resources]] encourages players to engage in [[Stimulated Planning]] to avoid squandering those [[Resources]]. In games with [[Capture]] actions related to the [[Non-Renewable Resources]], these [[Resources]] will become fewer and fewer over time. This makes it likely that the latter actions more important and thereby create [[Higher-Level Closures as Gameplay Progresses]] in such games. Any kind of consumption, [[Capture]], or removable of [[Non-Renewable Resources]] from the game state are by definition [[Irreversible Events]] since the [[Resources]] cannot be re-created.
 +
 +
The presence of [[Non-Renewable Resources]] can reduce the efficiency of using [[Mules]] since repetitive collection is less likely to be possible.
  
 
== Relations ==
 
== Relations ==

Revision as of 08:20, 11 September 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Space Alert

Chess

Warcraft series

One-time special abilities

Freedom Underground Railroad

Support Cards in Star Trek Catan "When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use."

Boss cards in Boss Monster "All Bosses have a Level Up Ability. This ability activates the first time a Bosses Dungeon reaches the maximum 5 Room limit. This ability cannot be saved and only happens once."

characters in Battlestar Galactica: The Board Game

Dominion

Euphoria ethical dilemmas

Samurai Spirit becoming beast form

Betrayal at House on the Hill boosts from gym, chapel, etc.

Dog allies in Arkham Horror and Dead of Winter that disappear to restore san or die instead of you respectively (double check)

"Got Your Backs" ability in Shadowrun Crossfire

Special abilities in Shadow Hunters require revealing your identity "Each player can only use his/her character’s Special Ability in return for revealing his/her character’s identity"

Space marines in Space Hulk

Using the pattern

Non-Renewable Resources is typically designed as part of guaranteeing that Complete Resource Depletion will occur during gameplay. While this may not always be the case, e.g. by players hoard the Resources but not using them, the end result is typically the same: that the Resources aren't used to perform certain actions and therefor those actions don't occur. In the case of Resources that are Energy, such designs lead to Ability Losses. Non-Renewable Resources can also be used ensure Closed Economies.

Non-Renewable Resources can be designed in two ways. One is that the Resources are globally non-renewable while the other is that they are non-renewable on a per player basis. The main difference between these is that the Resources cannot support Transfer of Control or change Ownership in the latter case but can in the former.

Cards are quite often examples of Non-Renewable Resources by being given to players and then being removed from active gameplay after being played. This creates Limited Gameplay Time when used in this way to give players Hands of Cards, and Predictable Consequences as the number of Cards become more limited. This also shows a way in which Non-Renewable Resources affects Randomness.

Other examples of Resources that can be made non-renewable include Companions, Fudged Results, Lives, and Units.

Can Modulate

Handicaps, Player Balance,

Resources cannot quite naturally be both Non-Renewable Resources and Renewable or Regenerating ones. It can be problematic to use globally Non-Renewable Resources in Persistent Game Worlds because this more or less requires that gameplay can function well forever without the Resources affected after they have been depleted.

Consequences

Complete Resource Depletion can be guaranteed in games with Non-Renewable Resources and Consumers that consume these resources, and this may create Tied Results as a follow-up effect. Experimenting that requires the use of Non-Renewable Resources encourages players to engage in Stimulated Planning to avoid squandering those Resources. In games with Capture actions related to the Non-Renewable Resources, these Resources will become fewer and fewer over time. This makes it likely that the latter actions more important and thereby create Higher-Level Closures as Gameplay Progresses in such games. Any kind of consumption, Capture, or removable of Non-Renewable Resources from the game state are by definition Irreversible Events since the Resources cannot be re-created.

The presence of Non-Renewable Resources can reduce the efficiency of using Mules since repetitive collection is less likely to be possible.

Relations

Drawing Stacks

Privileged Abilities co-op?

Can Instantiate

Closed Economies, Irreversible Events

with Capture

Higher-Level Closures as Gameplay Progresses

with Consumers

Complete Resource Depletion

with Energy

Ability Losses

with Experimenting

Stimulated Planning

with Hands

Limited Gameplay Time, Predictable Consequences

Can Modulate

Capture, Cards, Companions, Fudged Results, Handicaps, Lives, Mules, Player Balance, Randomness, Resources, Units

Can Be Instantiated By

-

Can Be Modulated By

Ownership, Transfer of Control

Possible Closure Effects

-

Potentially Conflicting With

Persistent Game Worlds, Regenerating Resources, Renewable Resources

History

An updated version of the pattern Non-Renewable Resources that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

Johan Gärderud, Mikael Jakobsson, Esther MacCallum-Stewart, Brian McDonald, Richard Wetzel